The first lesson is to see if you have the ability to track me down by following the magical aura traces I leave behind as I go in various realities. I’m going to the place where we will hold most of our lessons in the future.

To find your way to me you will need to follow the magical green aura traces I leave behind. Don’t follow the purple wild goose trail I’m also putting out.

It’s a little like hide and seek. Count to one hundred and we’ll get started…

Objectives: Find Elizabeth by following the magical green and white aura traces she leaves behind…

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 65 with The Sun Circle

The green traces lead up behind Elizabeth’s house. Ride along with the cliff to your right. You’ll go up around and on top of the cliff. There will be a large paddock and white flowering trees.

I knew you would have an easy time finding me. You’ve been here before, haven’t you? Welcome to the mountain paddock. Here is where we normally hold the earliest lessons for our druids and Soul Riders.

Quest completed

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Second Lesson: Do Not Stand in the Fire!

It is never good to stand in a fire, as that would definitely hurt. Avoid the fire without leaving the training arena. When the exercise time is up, you have completed the task. Good luck!

Objectives: Avoid the fire in the training ring until the exercise time is finished.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 65 with The Sun Circle

It is better to ride at a slower pace, preferably canter. Keep moving so that you do not get burned by the fire. Red circles will show on the ground and if you are standing on one, you will have just a few seconds to move before the fire starts in the circle. If you find yourself without room to move between circles, you can jump over them. If you step in the fire, you will have to begin the exercise again. Avoid the fire while staying inside the training ring, until the time runs out, then speak with Elizabeth.

Well done Rita!

Quest completed

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Third Lesson: Catch the Ball

Precision and control are very important to druids and to Soul Riders. You are going to work at catching things. You need to catch ten balls before the exercise time is up. Good luck! You can do the exercise on your horse or on foot.

Objectives: Catch 10 balls before the time is up.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 70 with The Sun Circle

I prefer to do this one on foot. Green circles will appear on the ground. You will have a few seconds to make it to the circle before the ball reaches it. If the ball hits the ground before you get to the circle, you have lost it. The balls fall slowly and can eat up precious time, so plan your route to catch the balls quickly. If you do not catch ten of them before the exercise time is up, you will have to start again. When you have caught ten balls, speak to Elizabeth.

You did it! Not that hard, was it?

Quest completed

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Fourth Lesson: Mental Training

Sometimes it isn’t all about being fastest or strongest. For druids and Soul Riders it is just as important to be mentally strong. That is why we have this exercise to make you stronger mentally and to make you cunning.

I’m going to ask you a dozen questions. You need to get ten of them right to pass the exercise. This is where a lot of trainees fail, just so you know. You are not allowed to cheat and use the internet, you know. Are you ready to start?

Objectives: Answer Elizabeth’s questions. You need to get ten of the twelve questions right to complete the exercise.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 70 with The Sun Circle

The questions are very simple, so do not be afraid. Many of the are common sense questions or simple questions about the game world. They are either true or false, or have only two options to choose from. If you do not answer at least ten of the questions correctly, you will have to start again. When you have completed the exercise, speak to Elizabeth.

Tough questions, aren’t they? You did great!

Quest completed

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Fifth Lesson: Good Running is Better Than Bad Fighting

It isn’t always the best course of action to confront and fight an enemy. Sometimes it is much wiser to simply retreat. You are now going to be hunted by a Dark Seeker inside the training ring. Keep inside the ring and stay out of its reach until time is up. Don’t be afraid, the Dark Seeker is only an illusion for practice.

Objectives: Avoid the Dark Seeker but stay in the training ring. Keep free until the time runs out.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 70 with The Sun Circle

Stay outside of the boundary around the Dark Seekers. Be sure to keep well away from them, as you cannot jump over them as you did with the fire. They can reverse direction fairly quickly, so do not follow them too closely. Do not get in between them, either, as you can become trapped there when they overlap paths. When you have survived the lesson time, speak with Elizabeth.

Well done! It was close a couple times but you did great!

Quest completed

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Call on Your Instructor

Okay then Rita. I’ve introduced you to the first exercises for the Sun Circle. From now on I’ll be leaving the supervision of your exercises to another person. He is one of the druids and will be found here every day when you are going to train.

Calling your instructor is easy. Just go up to the runestone here with the sun symbol and call for him. It will always work as long as you have exercises here to practice. Interact with the sun sign runestone to call your instructor.

Objectives: Interact with the runestone with the sun symbol to call your instructor.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 35 with The Sun Circle

Click on the stone to interact with it. When you do so, your instructor will appear nearby.

Greetings Rita! I’ve come to help you continue with your exercises. Elizabeth has said that you are a very promising young student. I am available every day to help you until you have reached “Liked” status with the Sun Circle.

Quest completed

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Your Continued Training

Alright then Rita. Good luck with your daily exercises. When you have Liked status with the Sun Circle, we can chat by my house in Valedale and we can find out if the Druid Council has figured out what to do next.

I’ll leave you here with your instructor. Don’t forget, you need to do these exercises as often as you can, if possible every day, until you are ready. We’ll see you soon!

Objectives: Speak with your instructor.

Rewards: 20 Jorvik Shillings, 20 XP

Reputation: 25 with The Sun Circle

Your instructor will tell you more about the training.

Now let’s get started and get you Liked by the Sun Circle. You are getting prepared for your new knowledge of the secrets of the Keepers of Aideen.

Each day you may complete three lessons until you are done.

Quest completed

The training lessons now become daily quests. You are not required to do them every day, but if you do so, you will achieve the required reputation faster.

Now let’s go speak with Conrad about working on the horseshoes again. One more day after this!

Sixth Blacksmithing Day

This is the second last blacksmithing day. Soon you will have the best horseshoes in Jorvik! Let’s get ready to work again, are you ready?

Objectives: Use the tongs and the hammer to carry out the tasks Conrad gives you. Be careful and listen closely!

Rewards: 15 Jorvik Shillings, 5 XP

Reputation: 5 with Keepers of Aideen

Follow Conrad’s instructions, then speak with him when you are finished.

Well done today. Tomorrow is the last day of blacksmithing! Now we let the iron rest the final night and tomorrow all we need is more nails… And not just any nails.

Quest completed

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Antique Nails of the Old Riders

Okay, now Rita. We need some more nails for your horseshoes. The best kind are not made anymore, the kind used by the old riders. No other nails will do as good as job as that kind will. You can find some of those nails along the beach by Mrs Holdsworth’s cottage. Ride over there and collect eight more nails from the same place you found them last time.

Objectives: Ride down to the beach south of Moorland, down from Mrs Holdsworth’s house and find eight nails for Conrad.

Rewards 15 Jorvik Shillings, 5 XP

Reputation: 5 with Keepers of Aideen

Go on the beach behind Mrs Holdsworth’s house and you’ll find the nails scattered along the beach. Collect eight of them, then return to Conrad.

Good Rita, now we have enough nails to do the job right!

Quest completed

Return to Conrad tomorrow.

The magician Ydris, up in Nilmer’s Highland, needs your help.

Tent Help

There you are again, human rider! Right on time to help me with a new miracle? I need help to put up a little tent. You helped me out before and you know that I rewards those who help me richly. Should I tell you more about the tent?

Objectives: Listen to Ydris if you are willing to consider helping him with the tent.

Rewards: 20 Jorvik Shillings, 25 XP

Reputation 10 with Moorland Stable

Ydris will tell you more about what needs to be done about the tent.

Yes, I understand you probably think I am a bit strange and wonder where my loyalties truly lie. We got off to a bit of a bad start, but I promise this here is… Completely innocent… And you will be happy about the tent too. I can promise you will also get access to it.

Quest completed

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Permission is Required

There are a lot of things you need a permit for in Jorvik. If you plan on having a tent up for more than three days in the same place, you need to have permission from the owner of the land. The owner of the land we are on right now is Silverglade Village, so we will need a permit issued by the Council Man in Silverglade Village.

So, are you in? Will you ask the Council Man about getting a permit for me?

Objectives: Ask the Council Man in Silverglade about a tent permit.

Rewards: 15 Jorvik Shillings, 15 XP

Reputation: 5 with Moorland Stable

Ride to Silverglade Village and speak with the Council Man about getting a permit for Ydris.

Surely, I can give Ydris a permit for his tent.

Quest completed

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Order in the Country

Hmm. Interesting. Ydris just moved into Nilmer’s Highland without asking, so if he actually wants a tent permit, he is welcome to have one. Here. A tent permit for a period of three years… That should be enough?

Objectives: Take the tent permit to Ydris.

Rewards: 35 Jorvik Shillings, 25 XP

Reputation: 10 with Moorland Stable

Ride back to Ydris with the permit for his tent.

Thank you! Three years? Yes, that should be more than enough. Ha ha ha ha! It is important to have your papers in order. You want to be safe and secure so things go smoothly. Now the permit is in place at any rat and I can continue to set up my carnival.

Quest completed

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Tent Poles

I ordered some hefty tent poles from James some time ago, but I haven’t had them delivered to me. Could you ride over to James and ask where my tent poles are there? They are pretty big, so it would be hard for them to go missing…

Objectives: Ride over to Fort Pinta and ask James about the delivery of tent poles for Ydris.

Rewards: 15 Jorvik Shillings, 15 XP

Reputation: 5 with Moorland Stable

Great, gotta deal with James again…

Eh…?

Ah… Of course. The tent poles.

Quest completed

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Masts for Poles

Ah… Well… Let me explain. Thee has been a bit of a mix-up here. You remember the poles that you used to fix Marley’s jumping course? Those were really Ydris’s tent poles that I sawed in half and painted to look like jump poles. Yes… I know that was probably a dumb thing to do… But I thought that Ydris had completely forgotten about them and wasn’t going to use them.

How can we fix this here? Hmm… Those were pretty big poles he had. Huge poles, really. I have a few masts for sailboats that are stacked right beside the stables. Take them to Ydris. They are almost as long as his tent poles were.

Eh… Yes! Say hello from me too!

Objectives: Collect three boat masts that are stacked beside the stables in Fort Pinta and take them to Ydris.

Rewards: 35 Jorvik Shillings, 25 XP

Reputation: 10 with Moorland Stable

With the masts on your horse, you will not be able to use the transporter trailer, so you will have to take them to Ydris yourself.

Masts?! He has sawed my tent poles in half and made horse jumps out of them? That little weasel is a piece of work. He should respect me, the Great Ydris, a lot more. A sneaky snake, that is what he is.

Hmm… But looking at it, these masts might just work perfectly! At least he had these that we can use.

Quest completed

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Tent Flags

And what is a tent without flags? I have ordered some flags from the tailor in Silverglade Village. Can you collect them when you are already in town asking about the tent permit?

Objectives: Pick up the flags made for Ydris at the tailor in Silverglade Village.

Rewards: 15 Jorvik Shillings, 15 XP

Reputation: 5 with Moorland Stable

Ride to Silverglade Village and speak with Donald about getting the flags.

Flags! Here are the flags!

Quest completed

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Everything is Ready for “Y”

These were ordered a very long time ago so it is great to finally get rid of them. Now let’s see… It has to be these here. “Y” is written on this one. Have a good day!

Objectives: Take the flags from the tailor to Ydris.

Rewards: 35 Jorvik Shillings, 25 XP

Reputation: 10 with Moorland Stable

Hopefully Ydris will be happy with these.

That tailor made us some really great flags. Thank you for delivering them. I bet you are wondering what kind of tent needs flags? You will get to find out soon enough… And I think you probably have a good idea already…

Quest completed

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The Fool Fixes Fast

There we go. We have a few things fixed up now. But we are going to need more tent poles We are missing the medium size poles and the pegs to anchor the ropes to the ground. My fool here says if you can get him five trees, he can prune them and get them ready to be used.

While you were off fixing those other things for us, I borrowed an axe from Conrad. Here, take the axe and cut down five trees and deliver them to the fool. I’ve seen five dying trees in the gorge behind the wagon that nobody is going to miss if we cut them down. They should be exactly what we need.

Objectives: Use the axe to cut down five dying trees from the gorge below Ydris’s wagon. Deliver the five cut trees to the fool.

Rewards: 35 Jorvik Shillings, 25 XP

Reputation: 10 with Moorland Stable

All of the trees are located in the gorge south of the meadow. You do not need to dismount your horse to use the axe. Once a tree is cut down, it will be stacked on your horse. When you have cut down all five of the trees, return to the fool.

Thank you Rita! Now we can prune and strip these until they are perfect for the tent.

When doing the Druid training use a pony if you have one. They are smaller and more agile than the bigger horses so are much easier to avoid the fire and Dark Seekers with. And they need less space to slip between if getting cornered.